Unity 2019.3 improvements

The last beta release of the 2019 TECH cycle, Unity 2019.3b, is here with lots of new features, improvements, and a completely refreshed interface. Join the beta and explore the new Input System, post-processing in the Universal Render Pipeline (formerly LWRP), physics updates, faster in-Editor iteration times, and the first preview of ray tracing in Unity.

Some of the new features in 2019.3b

Revamped Editor UI: New icons and font, visual feedback, and more

The updated Editor UI includes uniform icons and full high-DPI support. It also features a new font (Inter), which is more legible and scales well across many different UIs and display types. We’ve also added visual feedback for the hover state control to improve usability and make the UI more responsive.

New Input System (Preview)

This version of the new Input System is more powerful, flexible, and configurable than the traditional Input Manager. Try it out and let us know what you think on the forum!

Ray Tracing in HDRP (Preview)

The DXR API (Experimental feature) in the HDRP package targets applications for the engineering and architecture industries. Some of the implementations included are directional and area shadows, GI, reflections, and transparencies.

In the Unity Editor, you can find Raytracing Shaders and Raytracing Acceleration Structures with the API needed to create/build/update the structures and dispatch/bind properties for the shaders.

The Universal Render Pipeline targets lower-end devices but is also able to scale up for larger productions. It now includes post-processing effects.

New Enter Play Mode options

These options allow you to disable domain and/or scene reloading from the Enter Play Mode process when there are no code changes. This makes it much faster for you to prototype and iterate.

Animation Rigging Updates

You can now preview your animation rigging and keyframing in Timeline for faster iteration and to take advantage of Timeline tools. This enables powerful multi-track layered animation workflows. Animators can now blend multiple clips with animated rig overrides to author unique animations.

Get a chance to win an NVIDIA GeForce RTX™ 2080 GPU

By participating in the 2019.3 beta, you have a chance to win one of four GPUs that we’re giving away in partnership with NVIDIA.

To enter the drawing, all you have to do is to identify and report at least one unique bug during the 2019.3b cycle and add “#Beta2019Win_NVIDIA” in the report description (the “Submission”). The sweepstakes open at 00:01 am PT on August 27 and the submission period ends at 23:59 pm PT on October 28, 2019.

What to expect from a beta

As with any beta program, you’ll have early access to new features and will be able to assist in the final steps of their development. That means you’re likely to experience Unity as less stable than a final version.

The beta phase begins once all scheduled major features have been included and a quality baseline has been established. Several beta versions will be made available during this phase and quality will improve with each iteration.

Unity 2019.3.0b3

Be the first to check out upcoming Unity features by running your project in the latest Unity beta! By reporting any bugs you encounter using the Unity Bug Reporter Tool in the Help menu, you’ll help us catch edge cases faster.

Unity Hub simplifies how you find, download, and manage your Unity Editor installs and view all your Unity projects. It will also help you discover features to help you get started faster - such as the new Templates feature.

Remember to backup your project before running it in a Unity beta.

Additional downloads

Select the runtime platforms of your choice from the list below (the desktop runtime is included as standard) or, to install the full complement of runtime platforms, use the download assistant installer above.

Unity 2019.3.0b3

Be the first to check out upcoming Unity features by running your project in the latest Unity beta! By reporting any bugs you encounter using the Unity Bug Reporter Tool in the Help menu, you’ll help us catch edge cases faster.

Unity Hub simplifies how you find, download, and manage your Unity Editor installs and view all your Unity projects. It will also help you discover features to help you get started faster - such as the new Templates feature.

Remember to backup your project before running it in a Unity beta.

Additional downloads

Select the runtime platforms of your choice from the list below (the desktop runtime is included as standard) or, to install the full complement of runtime platforms, use the download assistant installer above.

Profiler: Fixed "Missing Profiler.EndSample" error when profiling the Editor and switching between the Profiler window and the Scene View
(1174922, 1177562)
This is a 2019.3 issue, not seen in any released version.

Profiler: Fixed thread selection drop down in Hierarchy View of Profiler Window
(1176001, 1176294)
This is a 2019.3 issue, not seen in any released version.

Android: com.unity.mobile.android-logcat v1.0.0 is now a verified package.

Android: Unity as a Library enables you to integrate Unity with other native Android applications.

Asset Import: Added a New Material Import Mode to the Model importer, which allows users to customize how Unity generates Materials when importing Models.

DX12: DirectX 12 GPU Shader validation can be enabled on the editor or player using the command line argument "force-d3d12-debug-gbv"

Editor: A new column in the Hierarchy window allows users to enable/disable Object picking in the Scene View. An Object that is "Not Pickable" is still be visible in the scene, but is ignored by click or drag-select interactions. Icons in the Object picking column indicate whether or not an Object is pickable. Toggling between Pickable/Not Pickable does not mark the scene as dirty, or affect game data.

Editor: Users can now disable domain reload and Scene reload when entering Play mode. This can speed up iteration in the editor.

Editor: Users can now set custom UI scaling on windows across the Editor.

GI: Added support for baking box and pyramid shapes for HDRP spotlights.

GI: Baked LightProbes from scenes are now merged when additively loading scenes. Use LightProbes.Tetrahedralize() to update the tetrahedralization lookup structure after additive loads so new SH coefficients can be looked up correctly.

Graphics: Added an experimental Ray Tracing API. The experimental API is currently implemented on top of DirectX Raytracing API (part of DirectX 12 Graphics API) and requires at least Windows 10 October 2018 version (1809) and a DXR-enabled GPU. New objects exposed in C# UnityEngine.Experimental.Rendering namespace: RayTracingShader and RayTracingAccelerationStructure. Use SystemInfo.supportsRayTracing for checking if a system supports the Ray Tracing API.

Graphics: Added Graphics.DrawMeshInstancedProcedural, which is similar to DraMewshInstancedIndirect, but doesn't require compute support (useful for Procedural Instancing)

Kernel: Set the main JobQueue worker thread count from the command line or boot.config (player only) using "job-worker-count" property.
Added JobsUtility.jobWorkerMaximumCount to inspect the maximum JobQueue worker thread count.
Added JobsUtility.jobWorkerCount to set/get the current JobQueue worker thread count.

Package Manager: Unity now supports a number of package authoring tasks through the UI:

Create a package from the Package Manager UI.

Develop a package from the Package Manager UI.

Remove a package in development from the Package Manager UI.

Open the Package Manager UI to a selected package in the Project Browser.

Particles: Bring managed job support for Particle Systems out of experimental status, and improve the API to support job dependencies, and Burst.

Note that this release removes the ParticleSystem.SetJob and ParticleSystem.ClearJob API, and replaces them with MonoBehaviour.OnParticleUpdateJobScheduled, which is the new place to schedule managed Particle System jobs.

Physics: PhysX 4.1 upgrade. This brings us lots of accuracy improvements, some better performance in a variety of cases.

Additionally, we expose a few of the new features:

a new, faster, midphase that doesn't need R-Trees to be built (see MeshCookingOptions.UseFastMidphase, available on Desktop targets)

a new broadphase algorithm that's faster than sweep-and-prune in most cases (see Automatic Box Pruning in the physics settings)

a new solver that's good for reducing joints issues (see Temporal Gauss-Siedel solver type in the physics settings)

a new Physics.BakeMesh() function to pre-cook meshes for MeshCollider (including off the main thread)

Player: com.unity.adaptiveperformance v1.0.0 is now a verified package.

Player: com.unity.adaptiveperformance.samsung.android v1.0.0 is now a verified package.

Profiler: Added Deep Profiler support to Mono and IL2CPP players.

Profiler: Added Deep Profiling support build option to players. When you build a Player with Deep Profiling, C# code instrumentation can be dynamically enabled and disabled.

Apple TV: Removed support for Universal Harmony Remote, currently there's no way to properly support Universal Harmony Remote without breaking Siri Remote.

Asset Import: Added a warning when Unity imports multiple sub-Assets with the same name or type. This often happens when importing Models with multiple Meshes or Materials that have the same name in the .fbx file. Their resulting fileID (and thus references to them) may break or change if Unity finds a new sub-Asset with the same name before the existing one after re-importing.

Editor: In the Scene View camera settings window, removed the slider to set easing duration.

Editor: The Preset Manager now supports a list of default Presets for each Preset type instead of a single Preset. The default Preset contains a filter that is tested against the new default Object to determine whether or not to apply the Preset to the Object. Every matching Preset is applied, in order, to the new default Object, regardless of whether it was created using the ObjectFactory API or an importer.

GI: Deprecated Enlighten, and hid it from new Projects in Scriptable Render Pipelnes. Upgraded Projects will still show it.

Graphics: Adding explicit depth resolve to RenderPass Metal

Graphics: Graphics Jobs is now enabled by default in the 3D Template

Package Manager: Moved the Create + Develop feature from out of this version of the Package Manager UI. This will be available in a future release of Unity.

Windows: Command line arguments '-gpu' and '-adapter' replaced with '-force-device-index' and '-monitor' respectively to be consistent with MacOS and Linux.

Changes

2D: Version 3.2.3 of the 2D template

Android: Android Gradle plugin version updated up to 3.4.

Android: Gradle version updated up to 5.1.1.

Android: Improve error messages for cases where android application fails to load libmain.so. Previously it was printing "Unable to find main", now it will print "Failed to load 'libmain.so', the application will terminate.", additionally it will print exception from System.loadLibrary with detailed info, where the application was looking for libmain.so

Graphics: Version 4.0.3 of the 3D Extra template

Graphics: Version 4.2.2 of the 3D template

Version Control: Paths outside of the unity project are considered to never be part of version control, e.g. AssetDatabase.IsOpenForEdit will return true for them

Improvements

2D: Add multiple texture support to Sprite Shape Renderer.

2D: Added a toggle to allow changing of Z Positions with the Grid Brush.

2D: Added CreateTileFromPaletteAttribute to allow users to specify how and what Tiles are created when dragging Assets onto the Tile Palette window.

2D: Added multiple texture support to Tilemap Renderer.

2D: After picking from the Tile Palette, switch to a paintable tool if previous tool was not a paintable tool

Graphics: Optimized shader build times during player build, especially when another player build was already done before. Saves 10-20 seconds of typical player build time.

Graphics: Remove (Experimental) tag from Graphics Jobs setting and make it a per platform setting

Graphics: SetPixelData API was added to Texture2D, Texture2DArray, Texture3D, Cubemap and CubemapArray classes to allow setting raw texture data directly. This works in a similar way to Texture2D. LoadRawTextureData, but instead of having to precalculate data offset and size, the data can be copied directly to a particular miplevel/array element/cubemap face.
(1162624)

Graphics: Texture mip map streaming system now exposes calculated mipmapLevel via Texture2D.calculatedMipmapLevel (unaffected by requestedMipmapLevel or minimumMipMapLevel)
Texture mip map streaming system now supports Texture2D.minimumMipmapLevel for per texture control of the minimum mip that will be selected.
Fixed race condition in mip map streaming calculation that could cause Texture2D.desiredMipmapLevel value to be incorrect if read while the job was still running.
(1153431)

Graphics: Texture2D.CreateExternalTexture now also accepts ID3D11Texture2D (DX11) and ID3D12Resource (DX12).

Graphics: Vastly decreases the time taken when a Ray Tracing shader is executed for the first time or a particular shader code or configuration associated to a Ray Tracing dispatch has changed.

Package Manager: Warn the user when they try to enter Play mode while downloading Assets from the AssetStore.
Warn the user when they try to start downloading a package from the AssetStore while are in Play mode.

Particles: Expose the "particle" property in the EmitParams, so users can easily override every proeprty of emitted particles.

Terrain: Added support for arbitrarily-sized Terrain Paint Contexts so that they are no longer limited to 2x2 tiles.

Terrain: Made changes so that painting and setting Terrain height always uses world space coordinates.
(1118605)

Timeline: Scrolling horizontally with either the mouse wheel or track pad now pans horizontally in Timeline's clips area.

Timeline: Scrolling with either the mouse wheel or track pad is now context-sensitive in Timeline. It zooms if the pointer is above the clips area, it pans everywhere else.

UI Elements: Extended the Image class and the background-image property to support SVG image assets.

UI Elements: ListView is now bindable via C# and UXML.

UI Elements: On SM3.5+, both point and bilinear textures will be elligible to enter the automatic atlas (if the other criterias such as size are fulfilled as well). Below SM3.5, only bilinear sampling is required and using point sampling will break batches.

Editor: Added EditorUtility.DisplayDialog overload that takes a DialogOptOutDecision Type and an identifying string. Using this overload gives users the the ability to opt-out of seeing modal system dialogs.

Asset Import: Changed the Model Importer so that it no longer enforces the AnimationType setting on first import. You can now use the default Preset for this setting and you can change it during the OnPreprocessAsset or OnPreprocessModel callbacks in the AssetPostprocessor.
(1152163)

Asset Import: Fixed a crash that would occur when an object that was already added to the ScriptedImporter context was destroyed before the import was finished.
(1133565)

Asset Import: Fixed a crash that would occur when importing an FBX file containing an Animation curve with only one frame at a very low negative time.
(1160772)

Asset Import: Fixed an issue in the Audio Importer preview where the clip didn't stop playing if you clicked the Play button a second time.

Asset Import: Fixed an issue where Unity would log an error if the user deleted a script outside of the Editor.
(1153082)

Asset Import: Fixed an issue with the Sketchup importer where some Scenes were generating empty Meshes during import.
(1155424)

Asset Import: Fixed out of memory crash when importing FBX assets with thousands of submeshes
(1122713)

Asset Import: Fixed the Apply button in the Texture Importer so that it now appears properly enabled/disabled after the user makes changes in the Per-Platforms sections.
(1167983)

Asset Import: Fixed the Model Importer to prevent splitting when using 16-bit index buffers for Meshes that have less than 65535 vertices but which have an index buffer size that can accomodate more than three times the elements (3 * 65535).
(1143742)

Asset Import: The Plugin Importer no longer changes the meta file while opening a Project.
(1145258)

Asset Import: The preview for curves in the Animation tab of the Model Import Settings window has been fixed to correctly update when the user clicks Revert.
(1166122)

Asset Import: Unity no longer throws an error when you re-compile script while a MonoBehaviour Asset is selected.
(1157050)

Asset Import: Users can now change and apply Import Settings in an Inspector while in Play mode.
(1169942)

GI: Improved the speed of baking with the CPU Progressive Lightmapper when LODGroups are used. Biggest speed improvement where only LOD0 is marked as contributing GI and receiving GI via lightmaps.
(1098027, 1178810)

Graphics: Removed Color from vdecl used for warming up shaders. Some time ago we stopped adding color always to main stream and add extra stream on demand, hence this vdecl is almost never used with real content effectively disabling any warming up we can do.

Graphics: Texture streaming now works with LZ4 (and LZ4HC) compressed packages on all platforms
(1167322)

Graphics: The amount of GPU memory available on integrated GPUs is not reported correctly.
(1127485)

Package Manager: Fixed issues where a package could be partially copied, or could contain read-only folders if the copy operation from the global cache to the Project cache was interrupted.

Package Manager: Fixed issues where a package could contain read-only folders if the installation process was interrupted, which would make it difficult to delete parent folders without advanced file manipulations.

Package Manager: Fixed missing reference to post-processing that caused the 3D With Extras template to load with errors.
(1158918)

Package Manager: Fixed the capitalization on the "Import into Project" label for package samples in Package Manager UI window.
(1156690)

Package Manager: Fixed the Search API when using a scoped registry that does not support the "-/all" npm legacy API, like Artifactory.

Package Manager: Long package names (longer than 19 characters) in the Package Manager UI are no longer truncated. Now you can resize the columns or hover over the name to read it from the tooltip.
(1144661)

Package Manager: The Package Manager UI window now uses the Ctrl/Cmd+F shortcut to focus on the Search box.
(1170019)

Particles: Apply fade and soft particle properties to the Emissive color of the Standard Particle Shaders.

Physics: Fix the new physics settings not appearing correctly, and not having tooltips
(1167406)

Physics: Fixed an issue when using OverlapCollider query on a CompositeCollider2D or EdgeCollider2D where the individual edge index were not being calculated correctly therefore producing incorrect results.
(1174546, 1178133)

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